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Example 1: An attacker with two attacks can only attack<br />
adjacent targets (in adjoining hexes, on a map). If he tried to<br />
attack two opponents with a gap between them, he’d lose an<br />
attack . . . and be back to just one attack.<br />
Example 2: Someone who has three attacks and two<br />
adjacent opponents could make two attacks on one foe and<br />
one on the other, in any order. If his enemies were one full<br />
yard apart, he could only attack each of them once – skipping<br />
a yard would use up an attack. If he had a third adversary<br />
adjacent to the first two, he could opt to attack each of<br />
them once, moving from left to right or right to left.<br />
Skipping the one in the middle would be like fighting two<br />
people a yard apart, and cost him one attack.<br />
When executing a technique specifically designed to<br />
engage multiple opponents, its special rules always supersede<br />
this general rule. For examples, see Grand Disarm<br />
(p. 84) and Whirlwind Attack (p. 88).<br />
Grappling and Multiple Attacks<br />
Any grappling move that counts as an attack is permitted<br />
as part of a multiple attack sequence during a maneuver.<br />
You must usually attempt different actions (takedown and<br />
pin, kick and break free, break free and grapple, etc.). You<br />
can’t make repeated attempts at a takedown, pin, or lock; try<br />
to injure an opponent repeatedly through strangling or an<br />
Arm Lock, Neck Snap, etc.; or take multiple shots at breaking<br />
free. However, you can try the same move against different<br />
body parts or opponents, grapple and attempt an<br />
instant follow-up, or – if making an attack that must follow<br />
a parry, such as Arm Lock – insert attacks between the parry<br />
and the follow-up. For instance, if you parried using Judo<br />
and then made two attacks, you could feint and then use<br />
Arm Lock.<br />
CHAMBARA FIGHTING<br />
Japanese chambara movies and Hong Kong wuxia films<br />
use wires and camera angles to create the illusion of warriors<br />
catapulting through the air, battling while balanced on<br />
bamboo canes or telephone wires, leaping from rooftop to<br />
treetop, and generally ignoring gravity. Traditionally, fighters<br />
in these tales aren’t comic-book superheroes, capable of<br />
flight and telekinesis. They’re just so skilled at the martial<br />
arts that they can perform the most fantastic feats from<br />
martial-arts legend.<br />
The rules below make it possible to simulate this kind of<br />
action. They make no effort to be realistic! Only use them in<br />
highly cinematic campaigns – and only for combatants who<br />
have either Trained by a Master or Weapon Master. Even in<br />
the most over-the-top movies, only true masters can perform<br />
these stunts.<br />
Chambara Movement<br />
Mighty leaps and acrobatic flips almost define the genre.<br />
In a chambara campaign, a fighter with Trained by a Master<br />
or Weapon Master and both Acrobatics and Jumping at DX<br />
level or better may leap his full jumping distance in combat,<br />
contrary to Jumping During Combat (p. B352). Work out<br />
high- and broad-jump distance – for standing and running<br />
jumps – and record it on the character sheet to avoid having<br />
128 COMBAT<br />
to figure it out in play. This greatly benefits Flying Attacks<br />
(p. 107) and evading by jumping (see Evading, p. 105).<br />
The GM should allow Acrobatic Stand (p. 98) and<br />
Acrobatic Movement (pp. 105-107), and halve all penalties<br />
for these stunts (rounding in the negative direction). For<br />
instance, the penalty for Acrobatic Stand becomes -3. In the<br />
case of multiple, cumulative penalties, find the final penalty<br />
and halve the total.<br />
Other Multiple Actions<br />
The Multiple Attacks rules apply only to the All-<br />
Out Attack, Attack, Committed Attack, Defensive<br />
Attack, and Move and Attack maneuvers. A fighter<br />
can “trade” attacks for feints, but he can’t sacrifice<br />
attacks to perform tasks covered by other maneuvers.<br />
He cannot make multiple posture changes with<br />
Change Posture (but see Acrobatic Stand, p. 98),<br />
hastily Ready an unready weapon (but he can draw<br />
several weapons; see Multiple Fast-Draw, p. 103),<br />
count his turn as more than one second of<br />
Concentrate, or Aim or Evaluate on a turn when he<br />
attacks. Exception: Individuals with Altered Time<br />
Rate can do all of these things by taking suitable<br />
maneuvers on their turn!<br />
Chambara Attacks<br />
A trademark of chambara fighting is attacking on the<br />
move, striking foes on all sides. In a chambara campaign,<br />
the GM should use the expanded rules for Rapid Strike<br />
(p. 127) to let martial artists attack as often as their skill<br />
allows.<br />
A chambara fighter with more than one melee attack<br />
thanks to Extra Attack or All-Out Attack (Double) can<br />
“trade” some of these for extra steps on a one-for-one basis.<br />
He can insert steps anywhere in his attack sequence – even<br />
in the middle of a Combination, Dual-Weapon Attack, or<br />
Rapid Strike (none of which can be traded for steps).<br />
Example: Serena has Extra Attack 1, giving her two basic<br />
attacks. Taking an Attack maneuver, she converts one into a<br />
Rapid Strike for three attacks at -6 apiece (-12, halved for<br />
Trained by a Master). She trades the other for a step. With<br />
the basic step allowed on an Attack, she gets two steps. She<br />
elects to attack, step, attack, step, and attack again!<br />
Naturally, chambara fighters can use both Flying Attack<br />
(p. 107) and Acrobatic Attack (p. 107). When making an<br />
Acrobatic Attack, add the -2 to Acrobatics to any penalty for<br />
a specific stunt and then halve it as usual. Also halve the -2<br />
to attack, making it -1, just like a Flying Attack. The GM<br />
should invent suitable techniques to capitalize on this.<br />
There are three main varieties:<br />
• Acrobatic attacks that let the hero buy off the -4 to hit<br />
for a Move and Attack and -1 for an Acrobatic Attack, and<br />
ignore the skill limit of 9 when doing so. These have a basic<br />
default of -6.